Welcome to Gaia! ::

All Along the Watchtower: A DC Comics RP [O/A]

Back to Guilds

A Semi-Literate/ Literate Justice League Guild 

Tags: DC Comics, Roleplay, Literate, Superheroes, Justice League 

Reply Application Thread || Create Stuff Here
CC - Lugh O'Connell - Villain - A/A

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Punished Knight

PostPosted: Wed Jan 11, 2017 3:12 am


User Image
[General Information]

Name: Lugh O'Connell
Nicknames: The Dark Druid, Child of the Sun God, The Fallen One
Titles: None
Age: 429 (Physically 29)
Birthday: Height of Summer
Star sign: Unknown
Gender: Male
Race: Homo Magi
Alliance: Villain
Personality: Lugh was very noble and trusting before seeing the evils of mankind, becoming slightly cocky, arrogant and judgmental. Twisted by his own passion he has taken a very carefree approach to life unless it gets in the way of his goals. His passion towards his goals in unwavering and often a source for the very power he wields. He has a general disdain for humanity and those without power and feels those without should be subjugated for their own survival.


[Personal Information]

Height: 6'0
Weight: 154 lbs
Occupation: Psychiatrist
Sexuality: Heterosexual
Likes: Magic, power, magic artifacts, trinkets, occult, spears
Dreams: To subjugate humanity to save it from itself
Dislikes: Hope, humans, the powerless
Fears: Not accomplishing his goal
Darkest Secret: To obtain power and immortality he devoured the essence of his entire clan.
Favourite Food: Organic meats, potatoes
Favourite Drink: Irish whiskey
Least Favourite Food: Greasy foods
Least Favourite Drink: Soft drinks
Loyalties: Lugh is loyal to his own ideals and the pursuit of power to carry it out. However, if he forms an alliance he generally keeps his word unless he suspects betrayal.
Intelligence Level: Lugh's unnaturally long life has brought forth numerous accounts of knowledge, especially in magic and the occult. He is a rather gifted warrior so most of his knowledge is geared towards such application. In recent years he gained an exceptional amount of knowledge in psychology in order to better understand emotion, and the feelings of others and how to manipulate them. He also has extensive knowledge in drugs especially plant based ones and how they affect the mind and body.
Dominant Hand: Right
Strengths: Wisdom, occult knowledge, battle prowess, versatility, keeping calm under pressure
Weaknesses: Arrogance and the love of a good challenge


Cherished Items:
[A list of items your character holds in a high regard and an explanation as to their worth.]

Philosophical/social viewpoint: Only through power does one obtain strength and gain victory. Those who lack ambition and power should make way for those with it to rule.

Religious viewpoint: Knowing full well several gods exist, he chooses to serve none of them. He is a Darwinist in the sense of his tenant of "Only the strong survive" and believes the weak exist to be subjugated or be used for the powerful to obtain more power.

Romantic viewpoint: Passion is a key component to most aspects of his life. Perhaps if the right one came along she could be incorporated into his plan.


Biography
The man who would grow into the one called Lugh was born in 1588 to a rural tribe in Ireland. He was born from a long line that cultivated the land for centuries and claimed to be descendants of the mighty Cu Chulainn himself. Being the first born with magic potential in over 2 generations, his potential could be sensed by the clan elders even before his birth, calling it a godsend. This was why he bore the name mirroring the sun god Lugh. He was born to a loving mother who cared for him daily, while his father was a renown hunter and warrior, as well as the son of the current High Priest.

Lugh began his education in magic alongside one other, a girl named Katherine born only a few weeks after himself. In their teachings the two grew very close while learning every secret the High Priest could, planning to leave the clans future in their hands someday. As they grew, Lugh found himself helping her more often than not thanks to his natural talent and mind boggling potential for magic. Lugh balanced his time between studying magic and taking up hunting duties with his father, as someday he may have to uphold both ends of their clans duties. Most of them were warriors so Lugh was not about to become an exception to that. He learned a great deal from his father during his boyhood including how to wield a sword as well as a spear with formidable prowess. By the age of fifteen his skill with a spear was already better than most of the other hunters thanks to his sharp mind under his fathers and the High Priests tutelage.

It was around this time the rambunctious nature of his youth began to trouble the priest. He claimed Lugh had too much of a passionate nature about him, and leading in the realm of magic required a clear head to grasp the full secrets he had yet to teach. He reluctantly continued to do so as he and Katherine still remained very close, some even going as far to claim they were an item. During their excursions to locate points of mysticism across the nations forests their bond strengthened more and more eventually blossoming into a relationship they both would cultivate for years to come. On his eighteenth birthday the clan held a coming of age ceremony for the young warrior mage gifting him a legendary spear, Gae Bolg. It would seem the clans claims were true as they had kept the weapon of their ancestor secret for many generations and only gifting it to the most worthy of individuals. As Lugh gladly accepted it was the same time he was given a grave responsibility.

At the turn of the century many mystical creatures were plaguing Europe. Werewolves, vampires, undead, and many others, so the clan took it upon themselves to assist in their eradication. Lugh lead a company of warriors into the east to begin combating these threats, and felled many with his fabled weapon of choice. After a two year journey he returned home, alone. After recanting the tales of what he saw on the battlefield, the High Priest had little choice but to begin divulging some of his most well-kept secrets in order for Lugh to effectively combat that threats that slowly migrated westward. It was here the priest caught sight of what appeared to be darkness latching on to Lugh's very soul. All the killing and death he had seen appeared to take a toll, not to mention the supernatural evil he fought daily. Locking lips with his love, Lugh departed with a company to face more creatures of darkness.

Arriving in a small village plagued with undead Lugh and his warriors swiftly returned them to their rest only to discover the problem persisted, daily. After inquiring about the land to the villagers one stated there was a castle nearby surrounded by evil and darkness. Sounding like the source, Lugh and his crew turned their sights there. As they cleaved their way through hordes of corpses, the necromancer controlling them revealed himself. being of vast magical aptitude himself, the commander of the undead easily flung away the company leaving Lugh to duel him in magic alone. It was here that Lugh got his first real taste of what darker magics were capable of. Their raw rugged power he respected, but still cursed the demented beings it twisted men into.

As they returned to the village triumphant, they discovered it had been ransacked, and destroyed outright. None survived. As rain began to fall the distinct smell of wet dog filled the air. It appeared this was the work of werewolves. Using what knowledge he had on the creatures Lugh proposed the group track them, and over the course of many many months, they did just that. Making their way to Germanic Europe they had finally found their pack. After bringing so much pain and death to a small village that had already experienced so much hardship, something in Lugh began to snap. In a fiery act of vengeance, he gave into his anger and he and his company struck down every single one of them. It was a bloodbath as Lugh sought to make a point by attacking them when there was no full moon, leaving the pack helpless and barely able to defend themselves. As morning came he guided his company of men home as a divided feeling of righteousness and shame hung in his heart.

Returning home shortly before his 23rd birthday the clan rejoiced at how many had returned safely this time, the High Priest being the only one holding a sense of skepticism. The small settlement enjoyed three years of peace allowing Lugh to learn all he could from the priest and even start a family of his own. Katherine bore him a son on the eve of the last peaceful winter the clan would experience. Under the cover of darkness the clan was assaulted by what seemed to be a company of bloodsucking vampires. As it ravaged through several warriors, including Lugh's father, he met them in battle with a ferocity that would make gods tremble. Gae Bolg in hand, its legendary properties made staking them through heart simple at best. As he cut them down left and right, the remaining invaders grew fearful and took hostages in the form of women and children and retreated. Katherine and his young son Gabriel being among them. Swearing an oath of vengeance before the survivors he set off to chase them across the countryside.

In the coming weeks Lugh narrowed down his search and discovered his prey hiding in an abandoned castle in Eastern France. Carefully picking them apart he made his way to their master, and much to his horror, he saw the faces of many of his clan. Among them was his own beloved Katherine, twisted by darkness into a monstrous creature of the night. Unable to take up arms against those he knew, he challenged the Count in single combat. Accepting the two began their showdown in the night. Proving to be a formidable enemy, Lugh's skill in magic and spear gave him the upper hand, backing the vampire into a corner. It was here the Count broke his word causing the others to attack Lugh at the behest of their master. Shedding a tear he was forced to defend himself and strike them down. As Katherine appeared before him last her twisted form hissed at him, shaking his soul to the core.

It was here that she expressed a great deal of gratitude for the power the Count bestowed upon her, in order to save their son from the same fate. Disgusted, Lugh could not bring himself to destroy his beloved, even though deep down he had little choice. As she leaped in for the killing blow, he raised his spear and tears began to flow from his eyes. Granting her a quick and painless death, his despair turned to rage as a roar filled the castle halls that struck fear into even the bravest of hearts. As flames poured from his body, Lugh trapped the Count by covering the entire room in runes, and bathing the exits in the flames of his anger. Taking great pleasure in depriving him of his body, Lugh placed a rune on an hourglass he carried with him. The rune bound the vampires disembodied soul to glass, and distributed it evenly amongst every grain of sand. So close together, but never whole. A prison of seclusion and without peace, for all eternity.

Not having the heart to face his clansmen after what had happened, he roamed Europe for the next three years, abandoning the hourglass in a pit he opened in an unmarked field where no one would think to look. Over these years he lived as a simple wanderer, moving from place to place, collecting whatever money he could doing odd jobs or offering war services. It was during this time he met an old man, withered and frail, but possessing a large magical presence. Intrigued by the mans offer of power beyond any man or mage Lugh began instruction under him in some of the darker arts of magic. It was here Lugh began to use the passions and pains of his life to his advantage, turning them into power. Under The Old Master's teachings Lugh grew vastly more powerful than he could've ever imagined, even so much that others began hunting the two of them.

One of Lugh's many challenges was to slay those that pursued them in order to gain a sense of practice so to speak. It wasn't until he noticed one of the emissaries sent to end him bore the symbol of his own clan. At his masters encouragement he came to the conclusion it was the order of the High Priest no doubt. As a fire burned within him he returned back to his homeland to finish his final test. Upon arrival he was attacked on sight which only made things easier for Lugh, for it was proof there was nothing left for him here. Prospective mages and warriors alike were swiftly dealt with thanks to his new powers, but not killed. Telekinetically choking the High Priest, he forced the old man upon the alter and scattered runes about the borders of their territory. He chanted a phrase the Old Master had taught him before parting these words unto the High Priest: "Humanity reaps what it sows." As the runes glowed, every living thing within the borders of his runes had the very life essence itself drained from it, housing itself in Lugh's body keeping him forever young.

Having completed his test, The Old Master sent him on his way, where he would roam the Earth for a century without word. During this time he followed a rumor in the Far East about a blade with a strong dark connection. Catching his attention, Lugh traveled to Japan to seek it out. Upon arrival he could feel the weapons malice, almost calling out to him like a beacon. Upon finding where the weapon was stored, he eliminated what resistance he was met with and claimed the Juuchi Fuyu as his own. Lugh spent the next two centuries procuring various magical artifacts and during this time his new blade and he began to form a strong bond. As he satiated its bloodlust so much he became uniquely attuned to it, and it to him.

In the late twentieth century Lugh began assembling knowledge on the growing science of psychology, even going so far as forging papers and earning a degree in psychiatry in order to better understand human emotion. It was also during this time heroes emerged, as well as a vast amount of other artifacts. There were numerous reports of a hero operating that possessed holy artifacts that even predated Lugh's clan. Lugh made it his mission to track down the hero Seraph in order to issue a challenge to which the hero foolishly accepted. During the course of the battle Lugh was clearly the superior as his battle experience and magecraft were far more advanced thanks to his unnaturally long life. After his blade inflicted several major wounds, Lugh cut the Ring of Solomon from Seraph's body effectively ending the fight. But such as magic objects were often bound to its owner, Lugh ultimately took his life, claiming the ring for himself.

In the coming decades Lugh spent much time with the ring and eventually unlocked its mythical power, to summon and bind demons to his will. He hoarded as much knowledge and wisdom as he could from some of the lesser demons, as angering the more powerful ones was never wise in case the ring ever fell out of his possession. Utilizing these lesser demons they became his watchdogs and informed him of numerous things across the globe, including the sudden disappearance of many of Earths heroes. Intrigued for the first time in centuries, Lugh came out of hiding and began walking among the common man in the modern age. Doing so he swiftly noticed humanity was on a downward spiral and it needed a guiding hand. And who better than his own?





[Relationship information]

Friends:
Character name as URL link | Alliance | Relationship type
Relationship explanation

Enemies:
Character name as URL link | Alliance | Relationship type
Relationship explanation

Family:
Character name as URL link | Alliance | Relationship type
Relationship explanation

Romantic Relationships:
Character name as URL link | Alliance | Relationship type
Relationship explanation




[Weapon information]

Juuchi Fuyu: Also known as "10,000 Winters", it is the katana forged by legendary swordsmith Muramasa in his competition with Masamune. The blade is of a dark pewter color with a royal blue temper line and feels unnaturally cold to the touch. True to its bloodlust nature, those cut by the weapon are bestowed a curse to forcefully keep the wound open and is capable of piercing any living tissue, or ethereal beings. This forces the victim to have the curse removed via magic before receiving treatment. It has a limited will of its own that encourages its wielder to kill or draw blood before returning it to the scabbard. Being in Lugh's possession for centuries, his channeling of powerful negative emotions have immensely strengthened his bond with the weapon to the point where it views him as its only true master. It allows Lugh to channel his own magic through it to magically attack from a distance in the form of energized slashes because of this. It is bound to Lugh by magical means and does not allow other wielders to access its full potential thanks to his attunement.

Gáe Bolg: The legendary weapon originally belonging to Cú Chulainn and gifted to Lugh by his clansmen when he came of age. He cherishes the weapon greatly and typically uses it as a last resort, remaining disguised as the staff he's seen carrying. Upon piercing the target the blade extends thirty magical barbs into the enemy roughly eight inches long in all directions. The length of said barbs can be controlled if the wielder is still making physical contact with the weapon. If it is thrown however, the barbs will rapidly expand to their full length. It is bound to Lugh by magical means and can be summoned at will.



[Other item information]

Ring of Solomon: A signet ring of King Solomon granted to him by heaven itself. It grants the user increased sight and wisdom. After obtaining it from its previous owner, Lugh spent much time with the artifact unlocking its original legendary ability: To command demons. Lugh typically keeps this safely stored away because he wishes to avoid the repercussions of angering demons, but it can be called to him when the time is right.



[Ability information]


Magic: Lugh's primary ability is spells and other forms of incantation. His knowledge is rather vast but he primarily specializes in rune magic, and a form of dark magic that allows him to channel his inner emotions outward to achieve various effects.
Rune Magic: Through a character tracing of old Celtic runes, Lugh causes a runic marking to appear in the air or on a surface to yield a desired effect. If applied to a surface, the mark will continue to remain in sight. The following are some of the ways it can be applied.
Magical Mines and Energy Blasts: If placed on a surface the character can explode, or be used as a blast/projectile.
Ward Creation/Protection: Used to stop malevolent beings and other things from using magic, or to erect barriers.
Healing: By causing a character to appear on himself or others he can heal injuries and ailments.
Binding: If an average person comes into contact with the marking, placed on a surface, it can potentially halt their movement until it is removed, dispelled, or expires over time. Those with exceptional physical strength, raw power magic or otherwise, or those who possess a strong will are capable of breaking free. Those with Nth metal on their person causes the rune to weaken, as the flow binding them is disrupted. Can also be used to bind disembodied spirits to objects.
Environmental Manipulation: If a rune is placed on something in the environment, Lugh can magically influence it to a loose extent. Such as causing the ground to split apart or causing trees to rapidly grow. He can't cause unnatural phenomena, or transmute what already exists.
Golemancy: Lugh can create magical golems to do his bidding and seize control of pre-existing ones by placing runes on them. He tends to favor wooden constructs but is not limited to such.
Teleportation: Using rune markings, Lugh can instantly move himself, or other things from one marking to another bearing the proper symbol.
Magical Augmentation/Reinforcement: Using rune markings Lugh can reinforce the physical characteristics of an object to make it more durable. He can do the same to organic compounds such as himself and others to grant low levels of superhuman physiology to the common human, or enhance what superhuman qualities the target may already possess.
Memory Sharing/Telepathic Communication: Those who both bear the same rune can communicate telepathically and share memories with one another as if they had lived them themselves.

Emotional Projection Magic: A dark ability Lugh learned in early adulthood was to recount internal emotions and manifest them outwardly to affect the world around him in various ways. This has its foothold primarily in darker magic as it tends to focus on the more passionate, negative emotions.
Telekinesis: Lugh is capable of moving objects and people using his thoughts. He is able to move full grown people as well as cars and other vehicles with relative ease,only showing stress when moving objects weighing multiple tons. This usually requires a focused mind and concentration.
Pyrokinesis: The ability to create and control fire both magical and nonmagical that already exists. Lugh can control the shape and intensity of the flames as well as volume and alter them at will, as it is merely an extension of it. Requires the channeling of anger/rage.
Electrokinesis: The ability to create and control magical electricity as well as nonmagical that is pre-existing. Lugh can project blasts of it from his hands and fingertips as well as produce barriers and cage-like constructs to trap his enemies. This degree of control also allows him to absorb electrical based attacks, and charge objects capable of holding and electrical charge. Requires the channeling of hatred/malice.
Energy Absorption: Lugh can utilize magic in order to absorb incoming energies of various origins. The absorbed energy can be fired back, but only in the form and intensity it was taken in at. Requires channeling of greed/desire.
Illusion Casting: Lugh is capable of producing visual and auditory hallucinations through magic that are able to overwhelm the target if weak minded or untrained in magic. Typically what they see is specific to the target and often involves their own unique fears and woes, or can be used to trick them. Requires channeling of fear/despair.
Magic/Emotion Sensing: Lugh is able to sense magical artifacts and other mages within a nearby vicinity and discern their power based on what they choose to display. He can also sense the emotional well-being of those nearby, but is unable to tamper with or alter it.
Longevity: Thanks to a ritual Lugh performed in early adulthood, he longer requires sustenance in order to survive and is unaffected by the winds of time. He will remain in his physical prime indefinitely and he cannot be aged magically.
Weapon Training/War Tactics: On top of being trained in magic Lugh's clansmen were mostly warriors, and he was no exception. He trained for years studying war tactics and received extensive instruction in sword and spear combat.
Disciplined Mind and Occult Wisdom: Through his long life Lugh has learned much about the world and how it works. He watched for centuries as things changed and learned to change with them, observing people as he did so. His emotional discipline had to be top tier during his training as it is difficult to switch the channeling of emotions in combat and still remain in control. Thanks to his extensive practice over this, it is very difficult if not nearly impossible for one to clearly read his thoughts or navigate his mind. Having spent most of his life studying both light and dark magics, Lugh has extensive knowledge of the occult as well as various artifacts and languages associated with them.





[Weakness information]


Mortality: Just because Lugh does not require sustenance to live and does not age, does not mean he cannot be wounded fatally. His body is still susceptible to injury the same way most humans are.
Runes: Granted runes are his area of expertise, they can still be removed and dispelled if the one in question is skilled enough to remove them, causing the effect to end. Since they are written using old Celtic characters, those knowledgeable in the subject matter could counteract them.
Emotion: To access the bulk of his power Lugh requires a certain emotion state, which is very taxing on the mind to constantly shift in battle. If these can be exploited, he can lose himself in hate and rage, clouding his thoughts.
Stronger Magic: As powerful as he is Lugh can still be overpowered by magics greater than his own such as gods and demi-gods, or those with the assistance of more powerful magical artifacts. Or by those with enough raw power and skill.
Sensing: Those who can remain neutral and keep calm under pressure are difficult for him read and sense emotionally. He will however, suspect you are hiding something.
Nth Metal: As Nth Metal disrupts the flow of magic, it is a natural weakness to those who practice magic.

 
PostPosted: Sat Jan 14, 2017 8:13 pm


Ok dude, there is a lot that needs explaining more efficiently.
The katana. There needs to be some kind of explanation as to why it needs to be magically healed. Is it that when it cuts it places a magic that keeps the wound open thus needing more magic to remove it?

The war staff. what actually does it do? He had magic powers from birth so what is this for? It says it augments the abilities of those who use it but how does it affect Lugh's?

Runes. Ok this just straight up sounds op with one of the uses listed. Binding. He performs a gesture and a rune appears in air or on surface that has the effect of any from the listed. What is the gesture? How quick is it? With something this vague he can instantly bind someone. This needs better explaining of gestures and potentially changing of binding, as completely binding a character removes all potential for them to post. It sounds like these would need preparation.

Emotional projection. Honestly this just confuses me because if you channel an emotion or come under it's influence it will have an effect on how you act. If it's just recounting moments of that intense feeling and recounting how he felt I could get that, but actively channeling the emotion is different.

His runes can be dispelled with those with knowledge also, but according to weakness "stronger magic" it says demi-gods, gods and those with magical artifacts. This needs to be changed slightly the way it's listed only those with demi-god status and above or extreme magical artifacts can touch his magic. It needs to be listed those with enough raw power and skill also.

Nth metal needs to be added as a weakness to as in General Nth metal disrupts magic.

ThisCloudedLife
Vice Captain

Hilarious Firestarter


Punished Knight

PostPosted: Sat Jan 14, 2017 9:48 pm


Reflected Perspective
Ok dude, there is a lot that needs explaining more efficiently.
The katana. There needs to be some kind of explanation as to why it needs to be magically healed. Is it that when it cuts it places a magic that keeps the wound open thus needing more magic to remove it?

The war staff. what actually does it do? He had magic powers from birth so what is this for? It says it augments the abilities of those who use it but how does it affect Lugh's?

Runes. Ok this just straight up sounds op with one of the uses listed. Binding. He performs a gesture and a rune appears in air or on surface that has the effect of any from the listed. What is the gesture? How quick is it? With something this vague he can instantly bind someone. This needs better explaining of gestures and potentially changing of binding, as completely binding a character removes all potential for them to post. It sounds like these would need preparation.

Emotional projection. Honestly this just confuses me because if you channel an emotion or come under it's influence it will have an effect on how you act. If it's just recounting moments of that intense feeling and recounting how he felt I could get that, but actively channeling the emotion is different.

His runes can be dispelled with those with knowledge also, but according to weakness "stronger magic" it says demi-gods, gods and those with magical artifacts. This needs to be changed slightly the way it's listed only those with demi-god status and above or extreme magical artifacts can touch his magic. It needs to be listed those with enough raw power and skill also.

Nth metal needs to be added as a weakness to as in General Nth metal disrupts magic.

All points addressed and edited accordingly!
PostPosted: Sat Jan 14, 2017 10:04 pm


Punished Knight

All points addressed and edited accordingly!

Alright first approval

ThisCloudedLife
Vice Captain

Hilarious Firestarter


trashy robo
Crew

Hygienic Codger

7,000 Points
  • Dressed Up 200
  • Hygienic 200
  • Happy Birthday! 100
PostPosted: Sun Feb 12, 2017 4:13 pm


Punished Knight

Apologies for the long delay on this. My issues with the profile are as follows:
    • Gae Bolg: "Upon piercing the target the blade extends thirty magical barbs into the enemy roughly eight inches long in all directions. The length of said barbs can be controlled if the wielder is still making physical contact with the weapon. If it is thrown however, the barbs will rapidly expand to their full length."

      Thirty magical barbs extending 8 inches outwards in all directions will kill anything as they go and pierce quite a bit of organ at least once depending on how deep the wound. I'm fine with you saying that once it pierces a target, it develops barbs that would make removing the spear quite painful as it would open a worse wound thanks to the barbs. But, the barbs having a present let allows them to function and extend within the body is a no go. Otherwise, the spear being summoned to his hand as he pleases is fine to me. I like the Fate Series just as much as the next person but not all of their weapons can be brought over without issue.

    • Ring of Solomon: I like Makai Ouji too, but the Ring of Solomon that you've described doesn't exist. In the DC Universe, there is already a Ring of Solomon and all it does is grant enhanced wisdom and vision. You can choose to have that ring if you'd like, but you'll need to explain how your character got a hold of it as it's owned by another hero.
    • Teleportation: You're teleportation needs to be limited to the locations that your character has already been. I'm fine with the pre-sets being Gotham (City Rooftops), Metropolis (City Street), Central City (Flash Museum), and Coast City (Memorial Square Park). This is to eliminate the possibility of you deciding that you want to suddenly teleport to someplace like the BatCave on a whim. Furthermore, to mark a location for teleportation purposes, you'll have to have your character have post that clearly states that prep work for the rune he places in that area.
    • Stronger Magics: This was addressed earlier, but it still needs to be fixed. Please change your last sentence so that it sates "His magic can also be overpowered by those possessing enough raw power OR skill. Magic within the DC universe is never so clearly defined and the Gods are not always involved in the affairs of mortals. Someone like Zatanna or Constantine would be able to put up quite a fight against your characters. While they may be legacies, they both have either the raw power, the skill, or the artifacts to back them up in combat. Since no one is playing a God in this rp, it's simply to make things more fair.


Lastly, just keep in mind that you chose Runic Magic specifically. You need to write out when your placing a rune, casting, utilizing, etc. Furthermore, channeling your emotions through magic for power is dangerous feat. It should drain him regardless of what emotion he chooses to use as he's converting said emotion into power without any means of replenishing himself.
Reply
Application Thread || Create Stuff Here

 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum